// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #pragma once #include "ITargetPlatformManagerModule.h" #include "HTML5SDKSettings.generated.h" class IHTML5TargetPlatformModule; USTRUCT() struct FHTML5DeviceMapping { GENERATED_USTRUCT_BODY() UPROPERTY(EditAnywhere, Category = HTML5_Devices, Meta = (DisplayName = "Browser name")) FString DeviceName; UPROPERTY(EditAnywhere, Category = HTML5_Devices, Meta = (DisplayName = "Browser filepath")) FFilePath DevicePath; }; /** * Implements the settings for the HTML5 SDK setup. */ UCLASS(config=Engine, globaluserconfig) class HTML5PLATFORMEDITOR_API UHTML5SDKSettings : public UObject { public: GENERATED_UCLASS_BODY() UPROPERTY(GlobalConfig, EditAnywhere, Category = HTML5_SDK_Paths, Meta = (DisplayName = "Location of Emscripten SDK (This directory contains 'emcc')")) FDirectoryPath Emscripten; UPROPERTY(GlobalConfig, EditAnywhere, Category = HTML5_SDK_Paths, Meta = (DisplayName = "Location of Python exe (This can be blank if python is on the PATH)")) FFilePath Python; // Available browsers that can be used when launching HTML5 builds. UPROPERTY(GlobalConfig, EditAnywhere, Category = HTML5_Devices, Meta = (DisplayName = "Available browsers")) TArray DeviceMap; #if WITH_EDITOR // UObject interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; // End of UObject interface void QueryKnownBrowserLocations(); #endif private: IHTML5TargetPlatformModule* TargetPlatformModule; };